This is currently my favorite set of platoon-scale wargaming rules. It is based on a World War II system, so there is a great realistic feeling to how battles play out. The focus is on careful maneuvering and firefights instead of just throwing blobs of units at each other. It includes three broad archetypes for armies: low-tech, mid-tech, and high-tech. Low tech armies are anything from World War II to modern armies. Mid-tech is where more sci-fi elements like walkers and power armor enter the stage. High-tech armies are equipped with the full spectrum of power armor, lasers, giant robots, and psychic generals.
The sci-fi elements definitely lean more towards hard sci-fi than science fantasy by default. There are psychic powers but they are much more limited than you would find in Warhammer 40k, and melee combat is secondary to firefights. The rules also heavily focus on humanoid forces, though there is an expansion book that gives aliens some love.
The main gameplay mechanics are pretty straightforward. Each turn both players nominate a unit they want to activate then roll a die plus that unit's leadership. Whoever wins activates the unit. This process is repeated until every unit has been activated. Once activated, units have a variety of actions they can take, such as moving, hiding, taking cover, going into melee, overwatch, etc. Each player also has a pool of command points they can spend each turn to activate special abilities or influence dice rolls. Morale is handled through a suppression system, where units become less effective as they sustain fire. Light firefights don't suppress too much but a unit under intense fire will need backup to survive. Fights are generally won through effective exploitation of suppression as much as inflicting casulties, which I really like. Most units don't have very many special rules to keep track of.
Units supporting each other is key and makes for a lot of strategic decisions to make. Vehicles need infantry to help them spot threats, infantry need support elements like snipers and machine gunners to help them close the gap, and off-site elements such as artillery and airstrikes can salvage overwhelming odds. I think the game's World War II DNA really helps here, even if you're working with power-armored psychics the battles still have a really grounded feel.
The only quibbles I have with the game are some minor ambiguities in some of the phrasing. For example, some units have weapon options that cost less points than their default loadout but it's unclear if you're meant to subtract the difference or not. Overall I highly recommend these rules.
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